Publication Date
| In 2026 | 4 |
| Since 2025 | 620 |
| Since 2022 (last 5 years) | 3094 |
| Since 2017 (last 10 years) | 6993 |
| Since 2007 (last 20 years) | 11811 |
Descriptor
| Educational Games | 9527 |
| Teaching Methods | 5521 |
| Games | 5084 |
| Foreign Countries | 4931 |
| Video Games | 2755 |
| Computer Games | 2604 |
| Game Based Learning | 2572 |
| Educational Technology | 2424 |
| Learning Activities | 2186 |
| Student Attitudes | 2064 |
| Simulation | 2014 |
| More ▼ | |
Source
Author
Publication Type
Education Level
Audience
| Practitioners | 2430 |
| Teachers | 1548 |
| Students | 184 |
| Researchers | 175 |
| Parents | 157 |
| Media Staff | 61 |
| Administrators | 55 |
| Policymakers | 40 |
| Counselors | 17 |
| Community | 14 |
| Support Staff | 7 |
| More ▼ | |
Location
| Turkey | 482 |
| Australia | 362 |
| Taiwan | 299 |
| Canada | 272 |
| United Kingdom | 237 |
| Spain | 234 |
| China | 210 |
| Indonesia | 198 |
| United States | 174 |
| California | 162 |
| Germany | 145 |
| More ▼ | |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
| Meets WWC Standards without Reservations | 20 |
| Meets WWC Standards with or without Reservations | 31 |
| Does not meet standards | 17 |
Dickey, Michele D. – Educational Technology Research and Development, 2005
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in "gameplay." These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation…
Descriptors: Video Games, Instructional Design, Computer Assisted Instruction, Educational Technology
Kalist, David E. – Journal of Statistics Education, 2004
The data discussed in this paper are from the television game show "Friend or Foe", and can be used to examine whether age, gender, race, and the amount of prize money affect contestants' strategies. The data are suitable for a variety of statistical analyses, such as descriptive statistics, testing for differences in means or proportions, and…
Descriptors: Television, Television Research, Games, Data Interpretation
Bourke, James M. – English Teaching Forum, 2008
For teachers of a second language (L2), the role of grammar instruction in the classroom has been a perennial subject of debate and has undergone many changes over the years. For example, the once well-respected traditional methods that relied on extensive drilling and memorization of grammar evoked a backlash in the 1970s, which resulted in new…
Descriptors: Second Language Instruction, Grammar, English (Second Language), Language Skills
What Works Clearinghouse, 2008
This review examined a study designed to evaluate whether playing number board games improved numeracy skills of low-income preschoolers. The study included 136 pre-school children from 10 urban Head Start centers: 72 children were randomly selected to play a number board game with a trained experimenter; the remaining 64 children played a…
Descriptors: Play, Educational Games, Numeracy, Improvement
Salies, Tania Gastao; Starosky, Priscila – Simulation & Gaming, 2008
Taking an experiential approach to language development, this article links gaming to the language development of a 10-year-old deaf child under speech therapy. Specifically, it examines face-to-face interactions between mediators and the child, during 1 year of gaming in clinical encounters. To do so, it codes data by means of interactional…
Descriptors: Deafness, Games, Second Language Learning, Portuguese
Porter, Adam L. – Teaching Theology & Religion, 2008
I have been experimenting with using role-playing and games in my religion classes for several years and have found that students respond well to these pedagogical tools and methods. After reviewing my experiences, I explore the reasons for students' positive response. I argue that role-playing games capitalize on our students' educational…
Descriptors: Philosophy, Religious Education, Role Playing, Games
Foster, Aroutis – Journal of Interactive Learning Research, 2008
Game-based learning and designing has become a hot topic in educational technology. It is believed that video gaming is one way to get students engaged in learning complex and ill-structured material, holistic learning, and preparing learners for 21st century jobs. However, beyond engagement, games may also be used for learning and developing…
Descriptors: Educational Games, Science Interests, Learning Motivation, Educational Technology
Davis-Unger, Angela C.; Carlson, Stephanie M. – Mind, Brain, and Education, 2008
Teaching others effectively may rely on knowledge about the mind as well as self-control processes. The goal of this investigation was to explore the role of theory of mind (ToM) and executive function (EF) in children's developing teaching skills. Children 3.5-5.5 years of age (N = 82) were asked to teach a confederate learner how to play a board…
Descriptors: Games, Mental Age, Teaching Skills, Young Children
Berson, Ilene R.; Berson, Michael J. – Social Education, 2008
Faster and more efficient coverage on television and the Internet is increasingly exposing children to traumatic images of natural devastation both at home and abroad. Natural disasters, such as the wildfires in California or the trauma caused by Hurricane Katrina in New Orleans, have become commonplace. Catastrophic events like these serve as…
Descriptors: Natural Disasters, Well Being, Internet, Web Sites
Amon, Krestina L.; Campbell, Andrew – Australian Journal of Educational & Developmental Psychology, 2008
This study investigated "The Journey to Wild Divine" as a biofeedback management tool teaching breathing and relaxation skills to children with Attention-Deficit/Hyperactivity Disorder (AD/HD). The children played the game by manipulating their heart rate using breathing techniques taught in the game, measured through three finger sensors. Parents…
Descriptors: Experimental Groups, Control Groups, Metabolism, Video Games
Lim, Cher Ping – British Journal of Educational Technology, 2008
The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators…
Descriptors: Computers, Games, Learner Engagement, Learning Motivation
Padak, Nancy; Rasinski, Timothy – Reading Teacher, 2008
The games that children play are not just for fun-they often lead to important skill development. Likewise, word games are fun opportunities for parents and children to spend time together and for children to learn a lot about sounds and words. In this Family Involvement column, the authors describe 12 easy-to-implement word games that parents and…
Descriptors: Play, Games, Family Involvement, Skill Development
Beaumont, Renae; Sofronoff, Kate – Journal of Child Psychology and Psychiatry, 2008
Background: The study aimed to investigate the effectiveness of a new multi-component social skills intervention for children with Asperger syndrome (AS): The Junior Detective Training Program. This 7-week program included a computer game, small group sessions, parent training sessions and teacher handouts. Method: Forty-nine children with AS were…
Descriptors: Nonverbal Communication, Intervention, Asperger Syndrome, Training
Cardoso, Fernanda Serpa; Dumpel, Renata; Gomes da Silva, Luisa B.; Rodrigues, Carlos R.; Santos, Dilvani O.; Cabral, Lucio Mendes; Castro, Helena C. – Biochemistry and Molecular Biology Education, 2008
Molecular biology is a difficult comprehension subject due to its high complexity, thus requiring new teaching approaches. Herein, we developed an interdisciplinary board game involving the human immune system response against a bacterial infection for teaching molecular biology at high school. Initially, we created a database with several…
Descriptors: High Schools, Problem Based Learning, Molecular Biology, High School Students
Gummerum, Michaela; Keller, Monika; Takezawa, Masanori; Mata, Jutta – Child Development, 2008
This study interconnects developmental psychology of fair and moral behavior with economic game theory. One hundred eighty-nine 9- to 17-year-old students shared a sum of money as individuals and groups with another anonymous group (dictator game). Individual allocations did not differ by age but did by gender and were predicted by participants'…
Descriptors: Game Theory, Economics, Developmental Psychology, Students

Peer reviewed
Direct link
